Material Collections


The goal of material collections is to automatically generate materials that blend multiple materials.

It takes in input a list of materials, and outputs three lists:

  • a list of Single materials: this is the same as the input list
  • a list of Double materials: for every pair of input materials, creates a material blending them according to the vertex color input
  • a list of Triple materials: for every triplet of input materials, creates a material blending them according to the vertex color input


You have a list of master materials & material instances that you want to convert to a material collection.


You can have only master materials, however using material instances is highly suggested to improve shader compilation time.

Converting master materials to material functions

First of all, you need to convert your master materials to material functions. To do that:

  • Create a new material function
  • Add a MakeMaterialAttributes node
  • Connect it to the function output
  • Copy all the nodes of your master material inside this function, and link the material attributes accordingly


To avoid code duplication, you should remove all the nodes of your master material and replace them by this new function. You’ll need to tick the Use Material Attributes checkbox in the material settings.

Creating the material collection

You now need to create & setup your material collection:

  • Create a new voxel material collection using the content browser context menu
  • Leave the templates to their default values
  • For each master material, add a new material to the Materials array under the Layers category and set its value to the material function you created above
  • If your master material has instances:
    • Expand the array element you just added using the arrow on the left
    • Add new instances to the Instances array
  • Once all your materials/instances have been added, you need to set their indices using the input boxes on the left
  • If you want to generate tessellated versions of your materials, tick the Enable Tessellation property under the General category.


If you don’t need custom physical materials, you can tick the Hide Physical Materials property under the General category.

Generating the materials

You can now click the Generate Single button. This will generate the single materials, which should be enough for basic testing.

Once you’re happy with the look of your materials, you can generate the double & triple ones using the Generate Double and Generate Triple buttons.


Changes to the original materials/instances won’t be propagated to the generated ones. You’ll need to generate them again!

Suggested workflow

  • Convert your master materials to material functions as described above
  • Fine tune them without using the material collection, eg by using the RGB material config
  • Once you’re happy with their look, generate the generated materials

You should try to minimize the number of generations as much as possible due to their high shader compile time.

Performance considerations

The number of generated materials is exponential in the number of master materials. To reduce the number of shaders to compile, you should use material instances as much as possible.

How it works

To create a material permutation:

  • The corresponding material functions are duplicated and all their parameters renamed to avoid name collisions
  • The corresponding template is duplicated and its function are replaced by the functions created above (their are matched by their comments: INPUT, INPUT0, INPUT1, INPUT2)
  • The new material is stored under the MCGM folder

Additional notes

  • The IsTessellationEnabled static switch can be used to know if tessellation is enabled or not in your materials
  • If you want to add some global property, for instance wetness, you can do it in the templates